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Pass block and Long Legs is soooo handy. Must have been annoying to play against. In my last match for this season it was Skaven on Skaven. With the opposing team having a slightly higher TV than mine. After many injuries and turns of fortune the match ended on 3-2 for me, scoring the last turn after a successful interception by my new most annoying player and he then passed it to another gutter runner who ran it in unopposed.

The bruising first match of the season against Grinn's Orcs had decimated Tooth and Claw,and a frustrating draw against somanyrobots Necro's did little to improve matters. With only 1 point of the board it looked grim going into the last match against a dwarf team that has more mighty blow than players (not to mention an agility 5 runner and an average speed slightly in excess of my supposedly-speedy Necro's). One problem against Grinn had been running out of zombies, so I hired a couple more to take me to 15 players (hopefully allowing a few fouls along the way) and used the rest of the inducements to get a wizard and a babe.

Claw won the toss and chose to kick. A heavily asymmetric setup encouraged the dorfs to push down the left flank, which they duly did while building a hefty cage. Responding quickly the wights and golems hemmed the dorfs in, and despite the temptation the wizard was held back in favour of blitzing off the corners and stopping any further advance. An unlucky dorf blitz failed to open a hole through the undead lines, forcing the carrier to retreat to the scrimmage. A few more turns of indecisive pushing and shoving finally gave Claw a small opening - the wizard was called in and successfully knocked down the carriers two escorts, allowing a wolf to blitz him down, grab the ball and run for it. With the re-roll already used but the unskilled wolf still blitzable a single GFI for freedom was attempted and inevitably failed, making it more or less impossible for either team to score in the first half. All that was left was to badly hurt the Ag5 freak and smash the ankle of one of the slayers, who was successfully apo'd back into the match.

Receiving in the second Claw went for a quick touchdown. Piling down the left side of the field in the driving rain the ball was secured and the wolves positioned for a TD attempt. The dorfs successfully pressured the screen and the blitz to free the wolves ate a re-roll. Needing a 4+ catch and GFI to score the Necro's took the chance anyway (too many dorfs waddling towards them) and lucked out: 1-0 to Claw with 7 turns to play.

Despite a second asymmetrical setup the dorfs had learned from the tough first half and opted to push straight through the middle (this time in the bright sun - weather really couldn't make its mind up). KO'ing a couple of zombies early on gave them an edge, as did surviving a couple of (rather optimistic) wolf attacks. Pushing to score quickly the dorfs spent an agonising few turns just outside the end zone - first falling a square short despite 2 GFI's, then not having quite enough move to blitz the fleeing ghoul and recover the ball, before finally successfully picking it up in two tackle zones but failing a dodge to score. This spilled the ball into the crowd who chucked it back to the middle of the pitch, where the ghoul managed to pick it up and pass it upfield to ensure the dorfs couldn't score in the final turn, leaving it 1-0 to Claw at full time.

It was a tight match all through, with both sides failing crucial rolls at different moments. Despite all the mighty blow the Necro's suffered remarkably few KO's and injuries (all confined to zombies and mostly regenerated) while the dorf's suffered 3 injuries including the outright death of a slayer late on in the match. Foul-pocalypse never happened but the golems did sterling work screening off the field, allowing the wolves and ghoul to do their thang. Just to put the icing on the cake Claw even picked up three levels, one of a wight, one on a ghoul and one on a wolf - reckon I must be due a few stat-ups and doubles by now...

Mr Potatoe Doughnut and I played a game in division 1. It was gloriously foolish. His initial drive splinteered almost immeadiately but somehow despite 240,000,000 blocks against the ball carrying Wight the Army could not put him down. So he put himself down with a dodge that ended up Badly Hurting him out of the game. The army then couldn't get the ball free so it was 0 - 0 at half time. Into the secmnd half and the army caged up. Lucked out and avoided being taken down by a Wold. Smashed the wolf's head open. Sent a thirs undead to the injury box and two to the KO box and eventually ran in a TD with 3 turns left. Slick play and the army failing two dodges with rerolls on 2 seperate turns allowed the still functional doggie to run in the TD to tie the game 1 - 1.

The huge TV difference gave Helio over 600,000 worth of inducements, which were used on bribes, a babe and the beast that is Ramtut the third. This was the second time that this game was attempted due to my computer apparently not liking the way the moon was lined up with the stars or something and randomly crashing. However with no hardware or software changes beforehand, the inevitable conclusion was reached: Cyanide.

In perfect blood bowl weather, the game began with the elves kicking off mid-way into the Necro half. The line of scrimmage bashing commenced, but was short lived as Ramtut III (who had looked very handy in the first attempt to play this game) proceeded to roll double skulls, followed by, you guessed it, double skulls. This allowed an AG5 catcher to get to the ball and make the pick-up, supported by a wardancer. The nearby ghoul was able to knock down the catcher, make the pick-up and a dodge, but in attempting to escape danger further, failed the GFI despite a team re-roll. This allowed the catcher to pick himself up, then the ball and lastly hand-off to the wardancer who ran home for the score.

Things got worse for the Night Guardians as the next, even deeper, kick-off led to a blitz and elves aplenty poured into the Necro half. The werewolf rushed back to stop the elven tide and flattened a catcher, before Nuffle showed their comedic side. The werewolf failed the pick-up before catching the ball as it bounced of the prone body of the aforementioned catcher! This turnover allowed the weight of elves to tell as the werewolf was stunned by the wardancer, before the AG5 catcher picked himself up off the turf, picked up the ball (handily placed on the goal-line) and made it 2-0 to the avengers after just 4 turns.

The third Necro drive drive began more promisingly as the sure handed ghoul was able to make the pick-up and hand-off to the werewolf. A cage was formed and the Night Guardians advanced down the elven right flank. Elves threw themselves at the cage resulting in several stuns, but time was starting to run out to move the cage in range before the half expired. The werewolf made a break for the goal-line with only two elves in a position to cover but aided by the thrower safety, a wardancer was able to stun the wolf and recover the ball. The zombie marker was blitzed clear by the thrower leaving the wardancer free to advance. However with time running out, only one scoring option was possible and a prone line elf lying just past half way staggered to his feet and moved to within 1 GFI of the TD line. The wardancer moved forward and spiralled the ball into the line elfs' hands. Despite two Night Guardians getting back, the line elf stayed on his feet and needed to make two dodges and a GFI to score. He made short work of the dodges, raced towards the line and promptly failed the GFI. Fortunately the recently acquired third re-roll was successful and the half ended 3-0 to the Avengers.

The second half started with a riot, giving the Night Guardians even less time to mount a comeback and the Avengers set up to employ the passing game. A failed catch led to a midfield scuffle, but with more elves in the vicinity, the ball was recovered and thrown to an open wardancer on the opposite flank. However the isolated wardancer was promptly sent from the pitch on a stretcher by a Necro double team. The Night Guardians advanced down the wing to good effect and looked likely to register a score before the end of the match. However within spitting distance of the line the elven defenders knocked the ball free and after a brief melee, managed to pick up the ball and work it safely away from the Night Guardian players. A small amount of bashing ended the game. 3-0 to the Avengers.

Thanks to Helio for being good company throughout and taking the loss in good grace. He was unlucky with armour rolls all through the game and it's worth highlighting that his 9 fouls resulted in precisely zero broken players! This allowed me to have 11 players on the pitch at the start of every drive and thus the inducements (for the huge TV difference) didn't compensate for the difference in player levels.

Thanks to Helio for being good company throughout and taking the loss in good grace. He was unlucky with armour rolls all through the game and it's worth highlighting that his 9 fouls resulted in precisely zero broken players! This allowed me to have 11 players on the pitch at the start of every drive and thus the inducements (for the huge TV difference) didn't compensate for the difference in player levels.

It was a fun game, I don't demand the dead elves, simply the opportunity to try to break them I mean, some games the opposition wont even lie down for me to foul them.

In other news, my team reset schizophrenia has settled down and I will be fielding a High Elf Team called Tzeentchian Ambition... Yes, High Elves not Dark Elves, why chaos worshippers? Because who else fits the smug arrogance of Tzeentch than high elves? No-one that's who.

Edit: Any suggestions on the team makeup. I'm thinking 2 catchers, 1 thrower, both blitzers, 2 rerolls and a single cheerleader.

Taking both blitzers is a must. I'd probably go 2 blitzers 8 linemen 1 thrower so I could afford to start with 3 rerolls, but if you want to start with the catchers don't waste money on the cheerleader, save it towards an apothecary.

in other news, my team reset schizophrenia has settled down and i will be fielding a high elf team called tzeentchian ambition... Yes, high elves not dark elves, why chaos worshippers? Because who else fits the smug arrogance of tzeentch than high elves? No-one that's who.

YOU'RE HURTING MY LORE BRAIN.

I don't have much experience with high elves but Hands' setup seems solid. Absolutely take both blitzers, regardless.

Remember, the world of Bloodbowl is different "there is only war" doesn't fly here. Heres my team description.

Chaos worshippers are not all 'Evil' and bloodthirsty, some hedonists or desperate. But Tzeetch's followers mostly believe they are in control of their own path. Not so with these players who have willingly conceded to their fate for the 'betterment of the world', they believe that Nuffle is non other than the Changer of Ways himself and what better way to serve him than to lie themselves on his altar of his public spectacle.

Originally Posted by ChainsawHands

Taking both blitzers is a must. I'd probably go 2 blitzers 8 linemen 1 thrower so I could afford to start with 3 rerolls